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Orcish Grunt (CR 3)

XP 800
Orc Dragoon 4
CE Medium Humanoid
Init +2; Senses Darkvision 60 ft., low-light vision; Perception +0

DEFENSE

AC 17, touch 12, flat-footed 15 (+5 armor, +2 dex)
HP 36 (4d10+12)
Fort +7, Reflex +6, Will +1
Defensive Abilities Ferocity; Resist Fire 5

OFFENSE

Speed 30 ft.
Melee Longspear +7 (1d8+4/x3)
Special Attacks  Deadly Lancer +2d6, Tail Sweep (DC 16, Reflex negates prone)
Special Abilities Hardy Landing (20 ft.), Pole Fighting

STATISTICS

Str 19, Dex 14, Con 16, Int 8, Wis 10, Cha 6
Base Atk +4; CMB +8; CMD 20
Feats Acrobatic, Power Attack, Throw anything
Skills Acrobatics +3 (Jump +4), Climb +0; Racial Modifiers Acrobatics +2 (Jump +3), Climb +1
Languages Common, Orc
SQ  Acrobatic Talent (Step Aside, Tail Sweep), Armor Training +1, Jump, Steadfast Pike +1
Gear cure potion(2), longspear, scale mail

SPECIAL ABILITIES

Ferocity (Ex)

An orc remains conscious and can continue fighting even if its hit points total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit points total reaches a negative amount equal to its Constitution score.